Worlds of Design: The Great Divide

Is an RPG about vicarious adventure or about something else?
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Adventure is worthwhile in itself - Amelia Earhart
Life is either a daring adventure, or nothing - Helen Keller

Don’t read any science fiction/fantasy from before [or after] 1980” is a phrase characterizing a notable split in sci-fi and fantasy fandom. There's a split for sure, but they're not nearly as incompatible as that quote might imply.

Vicarious vs. Role​

For the purpose of this discussion, I define vicarious as “experienced in the imagination through the feelings or actions of another person,” in this case, the player’s character(s). (See my article “The Vicarious Participator,” in Dragon magazine #74) As I said in that article, a vicarious approach to role-playing puts the player...

…into a situation one could never experience in the real world, and to react as the player would like to think he would react in similar circumstances. In other words, the game lets me do the things I'd like to think I would do if I were a wizard, or if I were a fighter, or perhaps, even, if I decided to take the evil path.

The opposite of vicarious participation is playing a role, as an actor would. In other words, the character is NOT you any more than Chris Evans was Captain America or Meryl Streep was Margaret Thatcher. This is immersive role-playing, and it is as much taking on a role as it is a shift in mindset where you are not “you” but “in someone else’s shoes.”

A Fictional Trend?​

In my opinion, vicarious participation is now less common in fiction, as the reader is more often deeply immersed in the character’s viewpoint. Not just the “fun parts,” but all the mundanity of day-to-day life that a “real person” would engage with, even if they’re not particularly exciting. There are a lot of reasons for this that go beyond simply preference.

Fiction that focused on adventures tended to be short, with novels much smaller before the 80s than they are today. There’s a reason for this beyond simply preference. In earlier times there were more standalone novels, fewer series, many fewer designed trilogies (which amount to extended single novels). Older novels were often serialized first in monthly science fiction magazines of the pulp days such as “Planet Stories,” “Astounding,” and “Amazing Stories.” Pulps were the successors to the penny dreadfuls, dime novels, and short-fiction magazines of the 19th century.” Virtually all gone now.

To be clear, there are contemporary science fiction and fantasy novels that are primarily adventure; but a great many more (going along with the trend in novels generally) aren’t so much adventures as “existence,” filled with details of life, often at considerable length. More realistic? Perhaps. But as someone who favors adventure, I find this kind of work largely tedious. (If there aren’t any swords, explosions, or magic spells in a movie, I’m unlikely to watch it. Not much different for novels.)

The Witch World series is an example of what I consider to be vicarious adventures. Yes, there’s a kind of love story, or even two, but almost all of it is Adventure with a capital "A". The books are short and to the point, well under the average novel length of 90,000-100,000 words. (50,000 is commonly regarded as the minimum novel length.)

All that said, as much as the quote about the 1980s being a turning point may ring true, there is precedent for both approaches in fiction. Well before the 80s, some people stopped reading The Lord of the Rings because the first book started slowly, perhaps because there’s not much adventure at the beginning.

Vicarious Heroism vs. Immersion​

This approach – focusing on immersive role-play vs. focusing on vicarious adventuring – has serious implications for how a role-playing game plays out at the table.

Immersive games rely much more on backstory development; characters come into campaigns fully formed, with a rich tapestry for a game master to draw on for narrative conflict. The more characters with these sorts of backstories, the more complicated these threads become. There is, pointedly, a “what my character would do” approach to this, where players can separate (or the GM can forcibly do so) what a player would do vs. what a character would do, depending on how events play out. It’s a fairly strong divide between the player controlling their character and the character living in the world, which tends to dig into the minutiae that we find more common in world-building novels.

Conversely, vicarious heroism tends to be focused on the adventure. Not surprisingly, like the pulps of old, these games tend to be one-shots or short-on-time games where heroes (or villains!) want to blow stuff up and “get to the good stuff.” There isn’t nearly as much dialogue about what a character would do as there is about the player deciding their character's actions (with little regard as to what their character “might think”), and then dealing with the consequences.

Both of these styles of play can be very entertaining, but they aren’t always compatible. The player who has a character deeply bonded to their mount may worry about leaving it behind, while the player who just wants to kill stuff ties it to a pole outside the dungeon and hopes for the best. In an ideal game, the game master has a discussion with the players to determine which style will work for the table and adjusts accordingly. But more likely, players don’t even know what style they like until they’re playing, and most tables end up with a mix of both.

Generally speaking, external constraints like time, player attendance, and the game master’s preferences will all determine just how immersive or vicarious players can be. My guess is that the longer a campaign is, the more likely it will lean toward story rather than toward action adventure, just because there’s more time and cognitive room to explore the fictional world. But there can be many, many exceptions in the full spectra of what the GM wants to play, what the players want to play, and how they play together. The key is figuring out what works for your group.

Your turn: Does your group consist of players who prefer vicarious adventure, deep immersion, or somewhere in-between?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Just a point about the length of genre fiction. The thing is, before 1980, there was just so little genre fiction at all. Pre-1980, most years you were lucky to get a couple dozen genre titles. At least at the novel length. You quite easily could read every single fantasy novel published in a given year.

Then, of course, after 1980, that is no longer true. There's been more genre fiction printed after 2000 than there was from 1900-1980. Like, a LOT more. Fortunately, the shorter fiction genre has been kept alive and well in electronic format. True, we no longer have a lot of genre fiction magazines, but, there are a ton of pro and semi-pro podcasts and online publications that are alive an well - Podcastle, Clarkesworld, and Heroic Fiction Quarterly are a few that I read/listen to. Great stuff.

It's not a case of instead. It's a case that now we just have so much more genre fiction to choose from.

Now, as far as my players go? I'd say that they sort of cover the spectrum. Leaning towards about halfway between the two without any really strong preference either way.
 

I think most of my groups lean strongly vicarious but it is a continuum. We like immersion though more so in building their story as the game progresses than in elaborate backstories. I've pushed for backstories but my players do only what I require of them.
 

As for novels, I like suspense and tension for sure but I don't need explosions all the time. I loved LOTR. It seemed full of suspense to me. I like characters that realistically change over time. It's one reason I love the movie Casablanca.
 

My group shifts GM every two or three adventures (3 to 6 sessions). We also change RPG each time. We went from Coriolis, to Traveller, to The Expanse, to Vaesen, to Dragonbane, to Paranoia, to Call of Cthulhu, and to Cypher System Predation setting. We are on hiatus. One player asked to be the GM, not sure yet what he will present. We are ready for anything except D&D (all editions).

I would say we want immersion with a good mystery/investigation to unravel more than anything else. We are not a combat heavy group. Too much combat, we get bored. Heroics is a last resort after trying other means to achieve our goals.
 


I like a mix of both but more on the side of vicarious adventure. Call it 65%/35%. All smash and grab isn't interesting to me but I don't want to play a telenovela, either.

I'm going to highlight the backstory aspect, though. In my view backstories can become a real burden and like a lot of GMs, I've had players who seem to write an entire telenovela script and expect me to read it, as if I didn't have enough to do already.

I have found that I want the following for a PC. I'll use 5E as an example, though the principles apply to other games easily enough. In 5E there are four tiers of play, levels 1-4, 5-10, 11-16, and 17-20, corresponding to increasing degrees of importance in the game world from local, regional, national, and worldwide (more or less). As a DM, I want a shot paragraph about the character's background and then one to highlight enough of who the PC is for each tier. What is the most notable thing to happen at each tier? What is their call for adventure now? It gives the player and GM enough to work with to get the game rolling without piling on irrelevant details that just end up being a pain.

If you're creating a starting character, all that's needed is a few sentences, maybe a paragraph. Starting characters (at least in a game like 5E) are not the king's champion. Maybe your father was before he died in battle, leaving your family impoverished, and you're trying to get out from under his shadow by adventuring in the Borderlands? That's great for a starting character. It leaves enough loose ends for the DM to work with. Maybe you find out later that your father wasn't actually killed in battle but was killed by treachery? Now there's an enemy!

For a higher level PC this can get trickier. Surely a higher level character has done something notable. As an example, I replaced a longtime PC in a Tier 3 game (levels 11-16) on the cusp of Tier 4. My previous PC had reached a point where it made sense to retire from the campaign and go on a divine quest. We were oriented in Sigil, so I made my new PC from the Sigil aristocracy, rooted in an old aristocratic family there. In Tier 1 she joined the Transcendent Order, one of the factions of Sigil. In Tier 2 she fought a duel with her brother that became fatal. Not too long before joining the party, she had a famous match in the arena solo against a Fire Giant which was still buzz in Sigil. I added a bit more fluff and some family connections because that was relevant to the game but not a lot. Her motivation for joining the party had to do with a test imposed by the Transcendent Order to become the successor to the Factol and the backstory gave enough reason for the party to recruit an otherwise unknown quantity. The DMused this background and filled in some relevant events when it fit with the rest of the campaign. For example, family connections became important at one point.

Anyway, what I find is that this gives some character background to work with, without getting in the way of the adventure.
 

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